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Starting on Apex Expansion support with Tanoa map support.
New Task based Mission System.
Zombies! Simply enable Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 along side @Epoch Mod to get custom Epoch Zombie AI. *
Base building and item interaction configs now available to change via mission file.
Fixed custom Gestures not working since 1.60
Many other fixes and improvements.
Change Log:
[New] Epoch Mod configs and some community pbo's are now released under APL-SA license here: https://github.com/EpochModTeam/EpochCore
[Added-WIP] Tanoa map support.
[Added] New Task based Mission System.
[Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation.
[Added] New custom variable EPOCH_playerNuisance that increases based on the type of weapon fired and decreases at a rate of 1 per 10 seconds. This is used to track how active a shooter the player is.
[Added] Player option to Morph into a random antagonist (from deathMorphClass) after death. The array 'deathMorphClass' found in CfgEpochClient can be used to specify what antagonists to randomly spawn.
[Added] Player option to detonate body after death. Sacrifice yourself by generating a runaway thermal cascade using the nano bots within your body. Nothing left to revive.
[Changed] Increased loot bias 10% overall and increased loot density for military and other larger buildings.
[Changed] new function Epoch_message, replaces Epoch_dynamicText.
[Changed] Object Interaction and EPOCH_client_bitePlayer settings in now config CfgObjectInteractions.
[Changed] Moved all Base Building variables to gamemode config CfgBaseBuilding.
[Changed] Moved all Item Interaction to new gamemode config CfgItemInteractions.
[Changed] Sapper groan or detonate can be triggered by setting a variable on the target or sapper.
[Changed] Server can be asked by a client / server to trigger an antagonist on another client. Antagonist is then run on target PC, independent from caller of function.
[Changed] Epoch Unit Spawn code. Now can be called specifying the target of the antagonist. Antagonist will run on target client PC.
[Changed] Sapper defaults tweaked to make them more responsive.
[Changed] New Sapper antagonist config options:
reflexSpeed - Set the loop pause. Defaults have been lowered to make sapper more responsive.
nestChance - A percentage chance, at each sapper spawn, that he will create a nest.
hideLevel - (Fear Emotion) Set level at which sapper will go into hiding based on fear of armed players, being shot near etc.
chargeLevel - (Anger Emotion) Set level at which sapper will trigger 'charge the player' mode.
[Changed] New UAV Support Troops antagonist config options:
unitTypes - an array of soldier classes to randomly choose from. Custom weapons to-do, use soldiers with default weapon loadout or handle weapons with custom script.
maxUnitNum - Maximum number of units to spawn per UAV.
minAISkill - Minimum value for any AI skill.
maxAimingAccuracy -> maxGeneral - Set the maximum value for each available AI skill. A random number between minAISkill and the value for each will be set as that skill.
[Fixed] To prevent A3 dupe issues Epoch Militia Solders when taking uniforms, they no longer have uniforms.
[Fixed] To prevent animation glitch with weapon switching on the move and holstering. You now must be standing still to holster your weapon.
[Fixed] Custom Epoch Gestures not working since 1.60.
[Fixed] Issue with animals not returning raw meat.
[Fixed] Getting wet and cold on standing on pier. Thanks to umfufu for the report! http://epochmod.com/forum/topic/41929-getting-10-points-of-wetness/
[Fixed] Missing texture issues with some base building objects since 0.3.8.
[Info] A big thanks to Isaac, Axeman's chief tester!
**Server Only**
[Added] Improved plant spawner by Redbeard Actual and [VB]AWOL.
[Added] Allow Epoch Events to accept full file path if 4th variable in the EpochEvents array is set to 0. Default is 1.
[Added] Function to effect a players Crypto server side: EPOCH_server_effectCrypto
[Added] New experimental PBO packing tool found in Epoch/Tools/PowerShell/
[Added] Server function to allow remote exec of setVariable on client - Allows client to ask another client to set a local variable, via the server. Server can run same function.
[Added] Epoch AH: Added ability to kick, instead of just log or ban.
[Changed] Reworked vehicle load function and made vehicles immune to damage for 120 seconds after startup.
[Changed] cfgpatches check now kicks by default with message a message.
[Changed] Vehicle persistence texture configs are now found in server settings pbo. https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgEpochVehicles.h
[Changed] Use new disableChannels syntax in 1.60 and enable text chat on side chat and not voice. Thanks to @morgoth0 for the heads up! https://github.com/EpochModTeam/Epoch/issues/544
[Changed] ForceRestart option should now restart as soon as all players disconnect and server is locked.
[Changed] Epoch Events can now self initialize on server startup (if third events[] array element is 1). Fixes issue with weather not changing till first event run.
[Removed] Epoch AH removed whitelisted variable check system.
[Removed] STEAMAPI Vac ban check as it needs reworked in the extension.
[Fixed] Take into account trader stored per class vehicle limits when spawning new vehicles.
[Fixed] Disappearing Mags on login / revive. Thanks to He-Man for the fix: http://epochmod.com/forum/topic/42178-disappearing-mags-on-login-revive-fix/#comment-277194
[Fixed] CUP mods enabled check logic typo. Thanks to @morgoth0 for the report: https://github.com/EpochModTeam/Epoch/issues/543
[Fixed] BE kick when player opened stock A3 dialog (Game > Options > Layout).
[Fixed] BE kick with Spawn Loot admin panel option. Thanks to @jostster for the report: https://github.com/EpochModTeam/Epoch/issues/540
[Updated] Loot position tool: Epoch/Tools/SQF/saveLootPositionsVector.sqf
[Updated] World config tool: Epoch/Tools/SQF/getTreesAndTrash.sqf
[Info] Changed name of a3_epoch_server.pbo to epoch_server.pbo. Also changed path from \x\addons\a3_epoch_server to \epoch_server
[Info] Changed name of a3_epoch_server_settings.pbo to epoch_server_settings.pbo.
[Info] RConPort 2306 added to example-beserver.cfg for changes since A3 1.58.
[Info] Removed old .bikey and added new one for 0390.
[Info] Requires Arma 3 1.60 or higher.
Additional Notes:
* Ryans Zombies support is disabled by default, you must set this variable ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L28 ) to true and add "Ryanzombies" cfgPatches classname to your missions addOns[] array ( https://github.com/EpochModTeam/Epoch/blob/release/Sources/mpmissions/epoch.Tanoa/mission.sqm#L22-L25 ) to prevent players from joining without the mod enabled.

Sorry I haven't been up to date with my Navis project. I've shelved Navis and started working on a smaller terrain, something a little more realistic as a first project.
I'll keep the post I have over at BI forums updated: https://forums.bistudio.com/topic/192242-wip-iwagi-japan/

example: _hMSG = "<t align='center' color='#FACC2E' shadow='2' size='1.75' - the letters and numbers after the # based on what color. Here is a link to HTML color code site: http://html-color-codes.info/

Coins is a community script, nothing to do with epoch mod directly. To be fair at this point that coin system has had so many modifications by so many contributors that cause of this could be many things.
Either way, if this is a new server installation for you, then you just probably missed or messed up code that saves money value in SQL database server side.